using System;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerState_Ground : PlayerState
{
    public PlayerState_Ground(Player player, PlayerStateMachine stateMachine, string animBoolName) : base(player, stateMachine, animBoolName)
    {
    }


    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        
   //      var input = player.GetInput();
   //      
   if (player.movement.IsAir())
   {
       stateMachine.ChangeState(player.airState);
       return;
   }
   
   //      
   //      if (input.Game.Attack.IsPressed())
   //      {
			// stateMachine.ChangeState(player.PrimaryAttackState);
   //          return;
   //      }
   //      
   if (player.controller.wasJump())
   {
       stateMachine.ChangeState(player.jumpState);
       return;
   }
    }
}
